Rough video walkthrough of the Electric Dreams demo with VR interactions.
The goal of this project was push the boundaries of VR. Using the Epic Games Electric Dream Demo as a base then I kitbashed in other FAB assets to create a natural and hard surface environment to benchmark different VR performance goals. The project is using Lumen, Nanite, & DLSS as well.
Electric Dreams Breakdown
Scene Setup: Asset Kit bashing, Look Dev, Optimization, Nanite, Lumen, & Post Process Tweaks
Generator Interaction: Asset Cleanup, Blueprint Logic, Lighting, vFX, Audio, & Sequence Timings
Weather Orbs: Asset Creation with Physics, Locked text, Ultra pro Dynamic Sky intergration
Animation: Animation Blueprint, AI Controller, & Behavior Tree Setup
Planets: Took images from NASA, edited in Photoshop to make cohesive texture sets
Planets interaction: Assets with Physics, Blueprint Logic, vFX, & Sequence Timing
Special Audio: Splash in water, victory chimes, power up sequence, insect ambient
User Functionality: All the blueprint functions to call the different performance modes
Setting up the Path Finding
Tool Creation: Grabbable object blueprint template
Arch Viz Scene Breakdown
Setup: Scenes, Kit bashed Assets, Performance Monitoring
Lighting: Setup and equalized both real time and baked lighting solutions